Third playtest

May 20, 2007 12:58

Alex who we used to game with was back in town last night (back from California), so we determined that we should gather together again and play something. I proposed playtesting Department Nine again, and there was no dissent. So we did that ( Read more... )

playtest, rpgs, role playing game, department nine, game design, roleplaying

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Comments 2

neelk May 20 2007, 18:59:28 UTC
Hi Nick, I think that the Sacred mechanic could work, if they were the important NPCs and essential plot McGuffins, rather than "my lucky charms". Basically if you used Sacred to make people draw a relationship map then I think it could work. Another thing that you could to "automate the GM" is to add a flag that gives you chips if you frame in PCs who weren't in the last scene.

One thing I'm not quite comfortable with is how quickly the chips add up. At the end game, being in on a scene or not can swing you ten or fifteen chips, which can be a lot more than your whole stash. Maybe set a maximum total a flag can attain? I dunno.

Anyway, all that criticism aside, I really enjoyed playing and was very happy you were able to bring it and run it. Thanks!

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mrteapot May 20 2007, 20:02:31 UTC
"One thing I'm not quite comfortable with is how quickly the chips add up. At the end game, being in on a scene or not can swing you ten or fifteen chips, which can be a lot more than your whole stash. Maybe set a maximum total a flag can attain? I dunno."

That's a concern I had, as well. In a smaller groups chips escalate but slower, and fewer flags also means slower escalation. Hence suggesting removing the Sacred flag.

Tying the Sacred stuff to the relationship web is good, though.

And there definitely needs to be a system to spread the spotlight more evenly, but I don't want another Flag (for reasons above). But clarifying the existing scene framing flags could work. Or just change entirely how taking turns works: go around the table doing scenes for your own character, for example, would balance the spotlight a lot more evenly.

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